World of Freedom: FC Setting Builds....

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Re: World of Freedom 3rd Edition: Starting up

Post by Tattooedman » Mon Aug 27, 2012 7:51 am

kenseido: You're probably right on the title of the thread, I was thinking that it needed updated with something new a couple of days ago but honestly I've been too busy posting conversions and a few new builds to come up with a new title, but I'll take suggestions....



Shock: I know Arthur Eld already answered but I thought I'd go ahead and try to explain what made me go that route.

I saw that descriptor as letting Rave warp the looks of things (remember that picture in some of the M&M books where she's making everything & everyone look like they're part of Salvador Dalí's The Persistence of Memory [where all the clocks look like they're melting]?) as well as distorting the sound, scents and feel of things all around those she's targeting with that power. To me that sounds like the Illusion power at work, just she can't control what people see, hear, smell and fell. It'd be up to the GM to describe the effect.
Last edited by Tattooedman on Mon Aug 27, 2012 8:26 am, edited 1 time in total.
World of Freedom Setting 3E

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Re: World of Freedom 3rd Edition: Starting up

Post by kenseido » Mon Aug 27, 2012 7:51 am

Yeah, Illusion in the hands of a very clever player can be nearly game-breaking. The fact that they don't get any kind of save until they interact with it is very dangerous.
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Re: World of Freedom 3rd Edition: Starting up

Post by Shock » Mon Aug 27, 2012 8:53 am

Tattooedman wrote:kenseido: You're probably right on the title of the thread, I was thinking that it needed updated with something new a couple of days ago but honestly I've been too busy posting conversions and a few new builds to come up with a new title, but I'll take suggestions....
Eh, for you 17 pages is just getting started ;}

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Tobin's Spirit Guide

Post by Tattooedman » Mon Aug 27, 2012 9:40 am

Tobin’s Spirit Guide: Neville Tobin was a paranormal investigator and mystical researcher of the nineteenth century who created a journal containing first-hand accounts of his encounters with various spirits, ghosts, undead creatures, demons and devils as well as lore he gathered on various figures from ancient mythologies such as the Four Horsemen of the Apocalypse and the Norse Pantheon. There is also a compendium spells, incantations, and potions that are useful in dealing with all supernatural beings referenced within it’s pages.

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Tobin‘s Spirit Guide: (Removeable -2 pts) [11 pp]
Enhanced Skills: Expertise [Magic] +12
Enhanced Advantages: Ritualist
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Draupnir

Post by Tattooedman » Mon Aug 27, 2012 9:41 am

Draupnir: Draupnir is the gold ring of Odin, the All-Father of the Norse Gods. Draupnir was made by the dwarves brothers Brokkr and Eitri as part of a set of three gifts, which included Mjollnir and Gullinbursti. All were made in accordance with a wager Loki made saying that Brokk and Eitri could not make better gifts than the three made by a group of dwarfs known as the Sons of Ivaldi (their gifts were Skidbladnir, the ship of Freyer and the spear Gungnir). When Brokkr and Eitri were judged to be the winners and they tried to collect on their wager with Loki (which was for only Loki’s head), to which the god argued that to remove his head the dwarves would have to injure his neck, which was not part of their bargain (Brokkr punished Loki by sealing his lips shut with wire that eventually was worn away).

Every ninth night eight new rings would ‘drip‘ from Draupnir, each one the same size and weight as the original. Many times the duplicates would be given to warriors who proved to loyal followers of the gods as a reward for good service.

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Draupnir: (Removable -1 pt) [10 pp]
Enhanced Advantage 1 [Lionheart]
Enhanced Will 5
Impervious Will 10 (Flaw: Limited [only vs. Mental Attacks])
World of Freedom Setting 3E

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Gungnir

Post by Tattooedman » Mon Aug 27, 2012 9:47 am

Gungnir: A spear made by the dwarves known as the Sons of Ivaldi, Gungnir was fashioned as part of a scheme by Loki that was a partial reparation for his cutting of the goddess Sif‘s hair. Gungnir was said to be able to strike down any foe it was thrown at no matter what they did to avoid it and that it could shatter any lesser weapon in a single blow.

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Gungnir: (Removable -5 pts) [20 pp]
Spear Fighter: Enhanced Advantages 3 [Improved Aim, Improved Smash, Weapon Break]
Strike Down Foe:
Ranged Strength-Based Damage 10 (Feats: Homing 4, Improved Critical)
Senses 5 [Counters All Concealment] (Linked to Homing feat)
Gut A Foe: Strength-Based Damage 10 (Feat: Improved Critical 3)
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Five Elements Blade

Post by Tattooedman » Mon Aug 27, 2012 3:02 pm

Five Elements Blade: Thought to be one of the last swords made by the master swordsmith Masamune, the Five Elements Blade has been cited in history since the fourteenth century. Much of the personal history of the sword isn’t known aside from a few mentioning’s in folklore (much of which is difficult to confirm due to the lack of written records from that period in time) but at some point it was imbued with the ability to manipulate aspects of the five Japanese elements (Earth, Fire, Wind, Water and the Void [which represents Chi or spirit energy]). Many experts on such matters claim that it was Miyamoto Musashi, one of the greatest swordsmen of his time, that somehow instilled these abilities into the sword while he possessed it. Mushashi would later be known for assigning each element to different aspects of swordsmanship in his book, the Five Rings, and spent the majority of the later part of his life teaching his philosophies to a select number of students.

Musashi passed the Five Elements Blade to his student in what is thought to be May of 1645, before passing away almost a month later but what became of that unnamed student and the Five Elements Blade is unknown.
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Five Elements Blade: (Removable -10 pts) [40 pp]
Elemental Ally:
Immunity 4 [Environmental Cold, Environmental Heat, Suffocation]
Immunity 10 [Elemental Descriptor]
Senses 7 [Detect Chi (Accurate, Acute, Danger Sense, Ranged, Radius, Tracking)]
Elemental Channeling Array:
Elemental Edge: Strength-Based Damage 8 (Extra: Penetrating 12); (Feats: Improved Critical 4, Variable Descriptor [elemental])
-Elemental Blast: Ranged Damage 10 (Extra: Penetrating); (Feats: Accurate, Improved Critical 2, Variable Descriptor [elemental])
-Elemental Mastery: Move Object 10 (Feat: Precise)
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Binder

Post by Tattooedman » Tue Aug 28, 2012 5:38 am

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Binder:
PL:
10
Strength 3
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 3
Presence 3

Skills: Athletics 4 (+7), Deception 9 (+12), Expertise [Criminal] 9 (+12), Expertise [Current Events] 4 (+7), Expertise [Science] 12 (+15), Insight 9 (+12), Investigation 6 (+9), Perception 9 (+12), Persuasion 9 (+12), Ranged Combat [Glue Shooters] 4 (+10), Stealth 8 (+10), Technology 11 (+14)

Advantages: Close Attack 4, Equipment 5, Improved Aim, Improved Initiative, Inventor, Luck [Determination], Precise Attack [ranged; cover], Ranged Attack 4, Seize Initiative, Teamwork

Powers: Binder Armor: (Removable –10 pts) [40 pp]
Armored: Protection 7
Friction Resistant Coating: Immunity 5 [Entrapment Effects]
Glue Shooters: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Glue Spike: Ranged Damage 10 (Extra: Penetrating)
Hand Nozzles: Movement 2 [Wall-Crawling 2]
Helmet: Senses 3 [Darkvision, Low-Light Vision]

Offense: Initiative +6
Melee Attack +8 // Unarmed Damage +3
Ranged Attack +6 // Glue Shooters Attack +10 // Glue Spike Damage +10

Defense: Dodge +10
Parry +10
Toughness +10*/+3 [*Binder Armor]
Fortitude +8
Will +10

Equipment: 25 ep for Headquarters as needed


Costs: Abilities 40+ Skills 32+ Advantages 20+ Powers 40+ Defenses 26= 158 pts.


Real Name: Earl Whitaker
Height: 6’
Weight: 190 lbs
Hair: Black
Eye Color: Blue


Complications:
Paranoid: The accident that left him with horrible facial scars also left Binder with a newfound paranoia of being sabotaged by his fellow AEGIS co-workers and even after he was fired from that organization he feels that they were keeping tabs on him. Thus he is always goes through various ‘checks and once-overs’ during the course of his day.

Motivation ~Revenge: Binder feels that his co-workers were jealous of him and sabotaged his work, which left him with hideous facial scars and his criminal activities are so that he can avenge himself on those who wronged him.


Background: Earl Whitaker was an AEGIS scientist who was caught stealing AEGIS technology for his own personal use, namely creating a new industrial grade adhesive, when his home exploded due to improperly housed chemicals, scarring him horribly. Discharged from AEGIS, Whitaker became paranoid and spiteful, developing a suit of armor based on the MAX armor and using his new adhesive to become the costumed criminal Binder.

After a few outings as a supervillain (with a couple almost captures to his credit), Binder realized he’d need backup to be able to accomplish his goals more effectively so he hired the Cybertribe to hack into AEGIS’ computers and get the files of every low-level super-criminal active in the U.S. and from the information in the profiles the AEGIS psychologists had put together Binder selected the crooks and criminals he thought would best work as a team under his leadership; the Sinister Syndicate.

After recruiting Bonechill, Bloodaxe, Phosphorus, Doctor Breakdown and Ankylosaur, Binder quickly put them to work as a team for hire that was willing to take on any job. A few months after putting the group together the criminal Slick sought them out to join and after a couple tests of his skills and powers he was allowed to join.

Over a few years they worked together for many a criminal mastermind and while each was paid well Binder made sure that 25% of their total pay was set aside for the team for various needs. By this point the Syndicate has it’s own set of bases across the country where they can hide out after a job as well as relax with all the comforts of home. From time to time the Syndicate will pull a job or two just for their own profit but they’re still willing to work for anyone that can pay them for their services.
World of Freedom Setting 3E

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Ankylosaur

Post by Tattooedman » Tue Aug 28, 2012 5:39 am

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Ankylosaur:
PL:
11
Strength 12 (2)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect -1
Awareness -1
Presence 0

Skills: Expertise [Criminal] 9 (+8.), Insight 6 (+5/+11), Perception 6 (+5/+11), Ranged Combat [Grenade Launcher] 8 (+11)

Advantages: All-Out Attack, Close Attack 6, Contacts, Equipment 4, Follow-Up Strike, Improved Critical [Unarmed] 2, Interpose, Power Attack, Ranged Attack

Powers: Ankylosaur Armor: (Removable –26 pts) [104 pp]
Environmental Seals:
Enhanced Fortitude 6
Immunity 10 [Life Support]
Concealed Grenade Launcher: Ranged Damage 11 (Extra: Area [Burst])
On-Board Computer:
Enhanced Dodge 5
Enhanced Parry 5
Enhanced Advantages 4 [Improved Critical (Unarmed) 2, Improved Initiative 2]
Enhanced Skills 8 [Insight +6, Ranged Combat (Grenade Launcher) +8, Perception +6]
Robotic Tail:
Extra Limb 1 (Feat: Improved Trip, Reach 2)
Sensor Suite: Senses 3 [Infravision, Low-Light Vision, Radio]
Built-In Servos:
Enhanced Strength 10
Leaping 5
Armored Frame: Protection 10 (Extra: Impervious 12)
Helmet: Immunity 10 [Dazzle Effects] (Flaw: Half Effective)

Offense: Initiative +10
Melee Attack +10 // Unarmed Damage +12; critical 16-20
Ranged Attack +3 // Grenade Launcher Attack +11 // Grenade Launcher Damage +11

Defense: Dodge +10
Parry +10
Toughness +12* [*Impervious]
Fortitude +8 [+14]
Will +6

Equipment: Other Grenades: (20 ep)
Flashbang [Ranged Burst Area Dazzle 4 (hearing & vision)]
-Fire Bomb [Ranged Burst Area Damage 5]
-Fragmentation [Ranged Burst Area Damage 5]
-Sleep Gas [Ranged Cloud Area Sleep 4]
-Smoke [Ranged Cloud Area Concealment Attack 4]



Costs: Abilities 20+ Skills 7+ Advantages 18+ Powers 104+ Defenses 17= 166 pts.


Real Name: Paul Blesser
Height: 5’ 8” [unarmored]/ 6’ 6” [in armor]
Weight: 150 lbs [unarmored]/ 400 lbs [in armor]
Hair: Dark Brown
Eye Color: Green

Complications:
Hates Cops!: Having been a two-bits hood for years, Bressler has an intense dislike of the members of any and all law enforcement agencies. So much so that if confronted by any he will act irrationally and needlessly endanger himself (as well as the team’s current plan) and try to create trouble for them.


Background: Paul Blesser is a small time thug and bully who had the extraordinary good luck to come into possession of a high tech suit of battle armor that was accidentally left behind after an AEGIS raid of a Foundry warehouse, becoming a high paid mercenary and supervillain, Blesser took the codename Ankylosaur (which he can barely pronounce) due to the armor’s large spiky design and the large spiked tail which is the apparatus' primary weapon.

He spent the next six months as a knock-over guy, literally knocking over the back walls to bank vaults and taking off with as much of the cash as he could carry and generally developing a reputation as a strictly small-time kind of guy. Until Binder found him and offered him a place on the group the rogue agent was putting together, to which Blesser couldn’t agree quickly enough; it was his dream to become part of a team of villains after he’d gained the armor and it was about time one of them finally snatched him up (they must have been fighting with one another over him….).

Since joining the Sinister Syndicate, Ankylosaur hasn’t regretted it yet. He loves being the team brick and loves throwing down in the middle of big fights and making off with the all the cash while staying out of jail.
World of Freedom Setting 3E

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Bloodaxe

Post by Tattooedman » Tue Aug 28, 2012 5:40 am

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Bloodaxe:
PL:
10
Strength 10 (0)
Stamina 12 (0)
Agility 1
Dexterity 1
Fighting 4
Intellect 1
Awareness 3
Presence 3

Skills: Athletics 3 (+13), Deception 6 (+9), Expertise [History] 6 (+7), Insight 9 (+12), Intimidation 9 (+12), Perception 9 (+12), Ranged Combat [Mystic Bolt Array] 6 (+8.), Stealth 6 (+7)

Advantages: All-Out Attack, Close Attack 4, Daze [Intimidation], Diehard, Improved Demoralize, Improved Initiative, Power Attack, Ranged Attack, Startle

Powers: Chosen Wielder of the Axe:
Enhanced Strength 10
Enhanced Strength 6 (Flaw: Limited [Lifting Only])
Enhanced Stamina 12
Impervious Toughness 12

Bonereaver Axe: (Removable –7 pts) [32 pp]
Mystic Bolt: Ranged Damage 12 (Extra: Penetrating)
-Thrown Axe: Ranged Strength-Based Damage 2 (Extra: Penetrating 12); (Feats: Improved Critical 2, Improved Sunder, Ricochet 2)
-Axe Strike: Strength-Based Damage 2 (Extra: Penetrating 12); (Feats: Improved Critical 4, Improved Sunder).
-Cutting Through Space: Teleport 8 (Extra: Portal); (Feats: Change Direction, Increased Mass 6 [3200 lbs]); (Flaw: Limited [only to place wielder has been to])

Offense: Initiative +5
Melee Attack +8 // Unarmed Damage +10 // Axe Strike Damage +12; critical 16-20
Ranged Attack +2 // Mystic Bolt Array Attack +8 // Mystic Bolt Array Damage +12

Defense: Dodge +8
Parry +8
Toughness +12* [*Impervious]
Fortitude +12
Will +8


Costs: Abilities 26+ Skills 19+ Advantages 12+ Powers 94+ Defenses 18= 169 pts.


Real Name: Unknown
Height: 6’ 6”
Weight: 340 lbs
Hair: Unknown
Eye Color: Brown


Complications:
Fighting Is His Business: Bloodaxe seems to wholly enjoy physical conflicts. So much so that there have been times he’s ruined the Syndicate’s plans by extending the length of a fight he’s involved in.

Temper: Bloodaxe has a short fuse and is easily angered.


Background: The past of the current wielder of Bonereaver is unknown, including his name.

Somehow Bloodaxe managed to take possession of the mystical axe, Bonereaver, from the criminal known as the Headsman, Bonereaver’s former owner, while he was incarcerated at Blackstone. Bloodaxe’s actual ‘debut’ was against Troll of the Sentinels and it was a short fight thanks to Bloodaxe’s inexperience but he did mange to retain his freedom.

From there Bloodaxe often appeared across the country doing random acts of destruction which forced him into conflicts with various heroes for a few years until Binder offered him membership in the group he was assembling, the Sinister Syndicate. Bloodaxe often works in tandem with Ankylosaur acting as the front-line force of the Sinister Syndicate, and is the one who acts as the major distraction for the group’s plans, a job he enjoys as it seems that simply fighting is a major reason for his criminal ways.
Last edited by Tattooedman on Thu Jun 20, 2013 3:09 pm, edited 2 times in total.
World of Freedom Setting 3E

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Bonechill

Post by Tattooedman » Tue Aug 28, 2012 5:41 am

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Bonechill:
PL:
10
Strength 8 (3)
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Athletics 3 (+11), Deception 6 (+8.), Expertise [Criminal] 6 (+6), Insight 6 (+8.), Intimidation 9 (+11), Perception 6 (+8.), Ranged Combat [Ice Creation Array] 6 (+10), Stealth 6 (+8.)

Advantages: All-Out Attack, Close Attack 4, Improved Initiative, Power Attack, Precise Attack [ranged; cover], Ranged Attack 2, Startle, Teamwork

Powers: Sub-Zeroed Body:
Enhanced Strength 5
Immunity 10 [Cold Effects]
Protection 7

Ice Creation Array:
Ice Blast: Ranged Damage 10 (Extra: Penetrating)
-Ice Claw: Strength-Based Damage 2 (Feats: Improved Critical 2, Improved Sunder)
-Ice Shards: Ranged Damage 10 (Extra: Multiattack)
-Ice Shapes: Create 9 (Extra: Continuous); (Feat: Innate)
-Ice Traps: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Icy Death: Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Area [Cloud], Cumulative)

Offense: Initiative +
Melee Attack +8 // Unarmed Damage +8 // Ice Claw Damage +10; critical 18-20
Ranged Attack +4 // Ice Creation Array Attack +10 // Ice Creation Array Damage +10

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +8
Will +9


Costs: Abilities 36+ Skills 17+ Advantages 12+ Powers 62+ Defenses 26= 153 pts.


Real Name: Kenneth Yaeger
Height: 6’ 3”
Weight: 230 lbs
Hair: None
Eye Color: Blue-white


Complications:
Payback: Bonechill will tirelessly hunt down anyone who wrongs him, even if it only a perceived wrong.

Unique Looks: Bonechill’s head is hairless and its skin has shriveled, clinging tightly to his actual skull, and has taken on a pale blue discoloration in color.


Background: Kenneth Yaeger was a crook caught in a cryogenic accident from equipment in ASTRO Labs that was based on designs of Madame Zero that gave him the ability to project intense cold but was left with a skull face from the chemicals he was exposed to. Blaming the other members of his crew for his disfigurement, Yaeger proceeded to hunt them down and execute them for their apparent betrayal. This brought Bonechill, as Yaeger now called himself, to the attention of the Raven as she started to investigate the deaths of Yaeger’s former associates. She finally confronted him on a rooftop and following an intense battle Bonechill ended up at Blackstone.

He managed to get released based on his lawyer arguing that the accident cause him to suffer from temporary insanity but Bonechill simply returned to his old ways and tested the waters so to speak in the world of supervillains; soon developing a reputation as semi-respectable operative for those looking to hire him on. Bonechill also would occasionally pull a simple robbery or three to maintain his lifestyle in between jobs. After a few years of operating this way Bonechill was approached by Binder with an offer of full-time membership in a new gathering of supervillains. Intrigued by the idea of getting in on the ‘ground floor’ so to speak, Bonechill agreed.
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Phosphorus

Post by Tattooedman » Tue Aug 28, 2012 5:42 am

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Phosphorus:
PL:
10
Strength 3
Stamina 4
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 2
Presence 0

Skills: Expertise [Criminal] 9 (+9), Insight 6 (+8.), Intimidation 9 (+9), Perception 6 (+8.), Ranged Combat [Phosphorus Creations Array] 6 (+10), Stealth 6 (+10)

Advantages: All-Out Attack, Close Attack 4, Diehard, Improved Initiative, Power Attack

Powers: Phosphorus Creations Array:
Fire Bolt: Ranged Damage 10 (Extra: Penetrating)
-Fire Bomb: Damage 10 (Extras: Area [Burst], Penetrating)
-Thick Smoke: Concealment 2 [normal vision] (Extras: Area [Cloud], Attack)
-Toxic Smoke: Affliction 10 [; resisted by Fortitude] (Extras: Area [Cloud], Cumulative)

Phosphorus Skin & Body:
Heat Aura:
Damage 10 (Extras: Continuous Duration, Secondary Effect); (Flaw: Permanent [up to 1 rank])
Force Field 6
Self Sufficient: Immunity 15 [Disease, Environmental Cold, Fire/Heat Effects, Pressure, Radiation, Starvation]

Offense: Initiative +8
Melee Attack +8 // Unarmed Damage +3 // Heat Aura Damage +10
Ranged Attack +4 // Phosphorus Creations Array Attack +10 // Phosphorus Creations Array Damage +10

Defense: Dodge +10
Parry +10
Toughness +10*/+4 [*Force Field]
Fortitude +7
Will +7


Costs: Abilities 42+ Skills 15+ Advantages 8+ Powers 84+ Defenses 20= 169 pts.


Real Name: Alexander ‘Alex’ Powers
Height: 5’ 10”
Weight: 160 lbs
Hair: None
Eye Color: Burning Yellow-Orange


Complications:
Under Control: Phosphorus would do almost anything to be able to figure out a means to have total control over his powers.


Background: Alex Powers worked for the Oliverti Family as a leg-breaker that was sent to remind a scientist that worked at ASTRO Labs just how much money he owed the Family. During the ensuing scuffle the scientist’s project, a ‘safe’ mini-nuclear reactor was damaged and Alex was bombarded by billions of tiny radioactive particles of red-hot sand. Th nuclear reactions caused the silicon in the sand to be moved up by one proton each in it's atomic structure, becoming phosphorus and Alex's body quickly began to burn.

Alex then went on a pain-fueled rampage through Freedom City until Daedalus managed to trap him in a device that rendered Alex unconscious and free from pain while he attempted to cure his condition. Unfortunately though Alex developed an immunity to the effects of his device and woke up but by this point his body had finally finished mutating and he was no longer in severe pain. Instead Alex used his powers to escape and he disappeared into the criminal underworld to start his life as a supervillain where he often simply lashed out at the world due to his anger over what had happened to him and to support himself until he was approached by Binder to join the Sinister Syndicate. Phosphorus was hesitant to join until Binder offered to try and ‘fix’ his powers so that Alex would be able to switch between his two forms. It’s that promise that keeps Phosphorus loyal to the group as well as Binder.
Last edited by Tattooedman on Sat Oct 27, 2012 7:58 am, edited 1 time in total.
World of Freedom Setting 3E

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Doctor Breakdown

Post by Tattooedman » Tue Aug 28, 2012 5:43 am

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Doctor Breakdown:
PL:
12
Strength 0
Stamina 1
Agility 1
Dexterity 1
Fighting 4
Intellect 6
Awareness 1
Presence 0

Skills: Expertise [Computers] 6 (+12), Expertise [Current Events] 3 (+9), Expertise [Science] 12 (+18.), Insight 9 (+10), Investigation 3 (+9), Perception 9 (+10), Ranged Combat [Matter Deconstruction Beam Array] 10 (+12), Technology 12 (+18.)

Advantages: Inventor, Luck [Determination], Power Attack, Ranged Attack, Skill Mastery 2 [Expertise (Science), Technology], Speed of Thought

Powers: Power Suit: (Removable –21 pts) [87 pp]
Power Field:
Force Field 11 (Extra: Impervious 12)
Immunity 7 [All Environmental Conditions, Suffocation]
Anti-Gravity System: Flight 8
Matter Deconstruction Beam: Ranged Damage 12 & Ranged Weaken Toughness 12 (Extra: Affects Objects)
-Matter Reshaping: Create 12 (Extra: Movable); (Flaw: Limited [requires matter to reshape])
-Reshaped Restraints: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Matter Deconstruction Beam Array +12 // Matter Deconstruction Beam Array Damage +12

Defense: Dodge +12
Parry +10
Toughness +12*/+1 [*Impervious Force Field]
Fortitude +8
Will +11


Costs: Abilities 28+ Skills 23+ Advantages 7+ Powers 87+ Defense 34= 179 pts.


Real Name: Simon Ganz
Height: 6'
Weight: 169 lbs
Hair: Dark Brown
Eye Color: Blue


Complications:
Motivation ~Greed: Doctor Breakdown is always trying to improve his armor but he needs money to do it.

Temper: Doctor Breakdown can become enraged if someone points out the failures in his former career.


Background: Simon Ganz was a scientist, not one of those child prodigies or near super-geniuses or anything like that, just a man skilled in his trade (one that happened to be the dealing with technologies most people couldn’t understand, let alone operate) that was happy with his job at Gordon Technologies working on a portable teleportation device.

Ganz had spent several years working on the project and was the only original member left, the others had either taken other job offers or quit after so much time, determined to see the project through to the end even if it took the rest of his career. What he didn’t realize is that the owner of the company, Jeffery Gordon, was just a cover for Jonathan Grant who wanted this project to produce some kind of useful results. So at an end of quarter review Ganz was demonstrating the advancements made to that point: that the device was small enough to be hand held and could break matter down. Reconstructing it was another matter however but Ganz assured his employer it would only take another year at most.

Which was something that ‘Gordon’ wasn’t interesting in at that point. By the end of the following day Ganz’s project was stopped, his device sent to another division of the company and he was assigned to a new project. Angered by the short-sightedness of Gordon, Ganz hacked the company computer system and tracked down his teleporting device only to discover that it was now the primary weapon on a assault vehicle being built at a separate company facility. This was the final straw for Ganz, seeing his creation perverted in such a manner and he stole not only his non-working teleporter but a suit of powered armor that manipulated gravitonic energies as well.

Three weeks later Doctor Breakdown made his first public appearance at Gordon Technologies mother labs, his portable teleporter miniaturized even more at this point and built into the stolen armor, and set to laying waste to those who had perverted his work without a moment’s hesitation. By the time authorities had arrived most of the building had been collapsed inward thanks to Doctor Breakdown disintegrating most of the buildings support structure.

When the dust eventually settled Doctor Breakdown had gotten away, almost two dozen police officers had been hurt, hundreds of employees of Gordon Technologies had been injured and several dozen killed and the mother lab was completely razed to the ground. From there on Doctor Breakdown became a wanted criminal and he launched several attempts at destruction of various people and places due to perceived slights or wrong-doings, improving and refining his armor and weapons the entire time.

When Binder learned of Doctor Breakdown he knew that he could get the man to join his fledgling group of super criminals and sure enough Binder’s offering of a safe environment to work in as well as the chance to work on cutting edge technologies along with allies that would work to keep him out of jail was enough for Ganz to agree to join the Sinister Syndicate.
Last edited by Tattooedman on Sat Oct 27, 2012 8:00 am, edited 1 time in total.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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Tattooedman
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Slick

Post by Tattooedman » Tue Aug 28, 2012 5:44 am

Image
Slick:
PL:
10
Strength 3
Stamina 4
Agility 6
Dexterity 6
Fighting 6
Intellect 0
Awareness 4
Presence 5

Skills: Acrobatics 9 (+15), Athletics 6 (+9), Close Combat [Sword] 2 (+10), Close Combat [Unarmed] 2 (+10), Deception 9 (+14), Expertise [Criminal] 12 (+12), Expertise [Pop Culture] 6 (+6), Insight 9 (+13), Perception 9 (+13), Persuasion 9 (+14), Sleight of Hand 9 (+15), Stealth 9 (+15)

Advantages: Agile Feint, Benefit [Ambidexterity], Close Attack 2, Contacts, Daze [Deception], Equipment 4, Fascinate 2 [Deception, Persuasion], Improved Feint, Move-By Action, Ranged Attack 2, Skill Mastery 2 [Acrobatics, Expertise (Criminal)], Uncanny Dodge, Ultimate Effort [Ultimate Dodge]

Powers: Friction Control Array:
Decrease Friction: Ranged Affliction 10 [Impaired & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-All Fall Down!: Affliction 10 [Impaired & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extras: Area [Burst], Cumulative, Extra Condition); (Flaw: Limited Degree)
-Frictionless Surfaces: Environment 5 [Impede Movement 2; -5 to Acrobatics & Athletics Checks] (Extra: Selective)
-Increase Friction: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Stay Put!: Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Area [Burst], Cumulative, Extra Condition); (Flaw: Limited Degree)

Slick Field:
Enhanced Dodge 4
Enhanced Parry 4
Enhanced Advantages 3 [Evasion 2, Improved Defense]
Immunity 7 [Entrapment Effects, Grapples]
Movement 4 [Sure-Footed 2, Wall-Crawling 2]
Speed 6

Padded Costume: (Removable –2 pts) [11 pp]
Protective Padding: Protection 4
Goggles:
Immunity 10 [Visual Dazzles] (Flaw: Limited [Half Effective])
Senses 4 [Darkvision, Infravision, Low-Light Vision]

Offense: Initiative +6
Melee Attack +8 // Sword/Unarmed Attack +10
Ranged Attack +8

Defense: Dodge +12
Parry +12
Toughness +8*/+4 [*Padded Costume]
Fortitude +8
Will +7

Equipment: MasterworkThieves’ Tools
Thieves’ Pack: (19 ep)
Flash-Bangs [Ranged Burst Area Dazzle 4]
-Smoke Bombs [Ranged Cloud Area Concealment Attack 4]
-Katana [Strength-Based Damage 3; critical 19-20]
-Brass Knuckles [Strength-Based Damage 1]



Costs: Abilities 68+ Skills 31+ Advantages 20+ Powers 77+ Defenses 11= 207 pts.


Real Name: Peter Torkins
Height: 6'
Weight: 160 lbs
Hair: Blonde
Eye Color: Brown


Background: Peter Torkins was a beach bum and low-level drug dealer from Southern California who was used by the Labyrinth as another guinea pig for the DNAscent process, granting him friction control powers. He quickly "escaped" and after a short period of mastering his new found powers, decided to become a villain. Soon Torkins sought out Binder and the Sinister Syndicate after his first few encounters with super heroes went poorly for him.

Slick is virtually impossible to imprison and is the most likely of the Sinister Syndicate to escape custody, making him the point man when it comes to breaking out his teammates or getting something that is heavily guarded. Binder has made it a point to be sure that Slick has learned the ins and outs of breaking and entering as well as how to handle himself in a fight given that most times Slick will have to deal with guards, security systems and possibily superheroes of some kind.
Last edited by Tattooedman on Sat Oct 27, 2012 8:02 am, edited 1 time in total.
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

User avatar
Tattooedman
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Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
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Re: World of Freedom 3rd Edition: Halfway There...

Post by Tattooedman » Tue Aug 28, 2012 1:32 pm

For those that might be interested in such things, I've finally managed to get a decent Time Line put together for my game setting.

Hopefully I've covered everything that's went on so far. :lol:
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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